renamed and cleaned up source files for handling global animations
[rocksndiamonds.git] / src / cartoons.c
diff --git a/src/cartoons.c b/src/cartoons.c
deleted file mode 100644 (file)
index e572b04..0000000
+++ /dev/null
@@ -1,1074 +0,0 @@
-// ============================================================================
-// Rocks'n'Diamonds - McDuffin Strikes Back!
-// ----------------------------------------------------------------------------
-// (c) 1995-2014 by Artsoft Entertainment
-//                         Holger Schemel
-//                 info@artsoft.org
-//                 http://www.artsoft.org/
-// ----------------------------------------------------------------------------
-// cartoons.c
-// ============================================================================
-
-#include "cartoons.h"
-#include "main.h"
-#include "tools.h"
-
-
-/* values for global toon animation definition */
-#define NUM_GLOBAL_TOON_ANIMS          1
-#define NUM_GLOBAL_TOON_PARTS          MAX_NUM_TOONS
-
-/* values for global animation definition (including toons) */
-#define NUM_GLOBAL_ANIMS_AND_TOONS     (NUM_GLOBAL_ANIMS +             \
-                                        NUM_GLOBAL_TOON_ANIMS)
-#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS        MAX(NUM_GLOBAL_ANIM_PARTS_ALL,  \
-                                           NUM_GLOBAL_TOON_PARTS)
-
-#define ANIM_CLASS_BIT_TITLE_INITIAL   0
-#define ANIM_CLASS_BIT_TITLE           1
-#define ANIM_CLASS_BIT_MAIN            2
-#define ANIM_CLASS_BIT_SUBMENU         3
-#define ANIM_CLASS_BIT_MENU            4
-#define ANIM_CLASS_BIT_TOONS           5
-
-#define NUM_ANIM_CLASSES               6
-
-#define ANIM_CLASS_NONE                        0
-#define ANIM_CLASS_TITLE_INITIAL       (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
-#define ANIM_CLASS_TITLE               (1 << ANIM_CLASS_BIT_TITLE)
-#define ANIM_CLASS_MAIN                        (1 << ANIM_CLASS_BIT_MAIN)
-#define ANIM_CLASS_SUBMENU             (1 << ANIM_CLASS_BIT_SUBMENU)
-#define ANIM_CLASS_MENU                        (1 << ANIM_CLASS_BIT_MENU)
-#define ANIM_CLASS_TOONS               (1 << ANIM_CLASS_BIT_TOONS)
-
-#define ANIM_CLASS_TOONS_MENU_MAIN     (ANIM_CLASS_TOONS |     \
-                                        ANIM_CLASS_MENU  |     \
-                                        ANIM_CLASS_MAIN)
-
-#define ANIM_CLASS_TOONS_MENU_SUBMENU  (ANIM_CLASS_TOONS |     \
-                                        ANIM_CLASS_MENU  |     \
-                                        ANIM_CLASS_SUBMENU)
-
-struct GlobalAnimPartControlInfo
-{
-  int nr;
-  int anim_nr;
-  int mode_nr;
-
-  int sound;
-  int graphic;
-
-  struct GraphicInfo graphic_info;
-  struct GraphicInfo control_info;
-
-  int viewport_x;
-  int viewport_y;
-  int viewport_width;
-  int viewport_height;
-
-  int x, y;
-  int step_xoffset, step_yoffset;
-
-  unsigned int initial_anim_sync_frame;
-  unsigned int step_delay, step_delay_value;
-
-  int init_delay_counter;
-  int anim_delay_counter;
-  int post_delay_counter;
-
-  int drawing_stage;
-
-  int state;
-  int last_anim_status;
-};
-
-struct GlobalAnimMainControlInfo
-{
-  struct GlobalAnimPartControlInfo base;
-  struct GlobalAnimPartControlInfo part[NUM_GLOBAL_ANIM_PARTS_AND_TOONS];
-
-  int nr;
-  int mode_nr;
-
-  struct GraphicInfo control_info;
-
-  int num_parts;
-  int part_counter;
-  int active_part_nr;
-
-  boolean has_base;
-
-  int init_delay_counter;
-
-  int state;
-
-  int last_state, last_active_part_nr;
-};
-
-struct GlobalAnimControlInfo
-{
-  struct GlobalAnimMainControlInfo anim[NUM_GLOBAL_ANIMS_AND_TOONS];
-
-  int nr;
-  int num_anims;
-};
-
-struct GameModeAnimClass
-{
-  int game_mode;
-  int class;
-} game_mode_anim_classes_list[] =
-{
-  { GAME_MODE_TITLE_INITIAL_1,         ANIM_CLASS_TITLE_INITIAL        },
-  { GAME_MODE_TITLE_INITIAL_2,         ANIM_CLASS_TITLE_INITIAL        },
-  { GAME_MODE_TITLE_INITIAL_3,         ANIM_CLASS_TITLE_INITIAL        },
-  { GAME_MODE_TITLE_INITIAL_4,         ANIM_CLASS_TITLE_INITIAL        },
-  { GAME_MODE_TITLE_INITIAL_5,         ANIM_CLASS_TITLE_INITIAL        },
-  { GAME_MODE_TITLE_1,                 ANIM_CLASS_TITLE                },
-  { GAME_MODE_TITLE_2,                 ANIM_CLASS_TITLE                },
-  { GAME_MODE_TITLE_3,                 ANIM_CLASS_TITLE                },
-  { GAME_MODE_TITLE_4,                 ANIM_CLASS_TITLE                },
-  { GAME_MODE_TITLE_5,                 ANIM_CLASS_TITLE                },
-  { GAME_MODE_LEVELS,                  ANIM_CLASS_TOONS_MENU_SUBMENU   },
-  { GAME_MODE_LEVELNR,                 ANIM_CLASS_TOONS_MENU_SUBMENU   },
-  { GAME_MODE_INFO,                    ANIM_CLASS_TOONS_MENU_SUBMENU   },
-  { GAME_MODE_SETUP,                   ANIM_CLASS_TOONS_MENU_SUBMENU   },
-  { GAME_MODE_PSEUDO_MAINONLY,         ANIM_CLASS_TOONS_MENU_MAIN      },
-  { GAME_MODE_PSEUDO_TYPENAME,         ANIM_CLASS_TOONS_MENU_MAIN      },
-  { GAME_MODE_SCORES,                  ANIM_CLASS_TOONS                },
-
-  { -1,                                        -1                              }
-};
-
-struct AnimClassGameMode
-{
-  int class_bit;
-  int game_mode;
-} anim_class_game_modes_list[] =
-{
-  { ANIM_CLASS_BIT_TITLE_INITIAL,      GAME_MODE_TITLE_INITIAL         },
-  { ANIM_CLASS_BIT_TITLE,              GAME_MODE_TITLE                 },
-  { ANIM_CLASS_BIT_MAIN,               GAME_MODE_MAIN                  },
-  { ANIM_CLASS_BIT_SUBMENU,            GAME_MODE_PSEUDO_SUBMENU        },
-  { ANIM_CLASS_BIT_MENU,               GAME_MODE_PSEUDO_MENU           },
-  { ANIM_CLASS_BIT_TOONS,              GAME_MODE_PSEUDO_TOONS          },
-
-  { -1,                                        -1                              }
-};
-
-/* forward declaration for internal use */
-static void HandleGlobalAnim(int, int);
-static void DoAnimationExt(void);
-
-static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
-
-static unsigned int anim_sync_frame = 0;
-
-static int game_mode_anim_classes[NUM_GAME_MODES];
-static int anim_class_game_modes[NUM_ANIM_CLASSES];
-
-static int anim_status_last = GAME_MODE_DEFAULT;
-static int anim_classes_last = ANIM_CLASS_NONE;
-
-
-static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
-{
-  struct GraphicInfo *c = &anim->control_info;
-  int last_anim_random_frame = gfx.anim_random_frame;
-  int part_nr;
-
-  gfx.anim_random_frame = -1;  // (use simple, ad-hoc random numbers)
-
-  part_nr = getAnimationFrame(anim->num_parts, 1,
-                             c->anim_mode, c->anim_start_frame,
-                             anim->part_counter);
-
-  gfx.anim_random_frame = last_anim_random_frame;
-
-  return part_nr;
-}
-
-static int compareGlobalAnimPartControlInfo(const void *obj1, const void *obj2)
-{
-  const struct GlobalAnimPartControlInfo *o1 =
-    (struct GlobalAnimPartControlInfo *)obj1;
-  const struct GlobalAnimPartControlInfo *o2 =
-    (struct GlobalAnimPartControlInfo *)obj2;
-  int compare_result;
-
-  if (o1->control_info.draw_order != o2->control_info.draw_order)
-    compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
-  else
-    compare_result = o1->nr - o2->nr;
-
-  return compare_result;
-}
-
-static int compareGlobalAnimMainControlInfo(const void *obj1, const void *obj2)
-{
-  const struct GlobalAnimMainControlInfo *o1 =
-    (struct GlobalAnimMainControlInfo *)obj1;
-  const struct GlobalAnimMainControlInfo *o2 =
-    (struct GlobalAnimMainControlInfo *)obj2;
-  int compare_result;
-
-  if (o1->control_info.draw_order != o2->control_info.draw_order)
-    compare_result = o1->control_info.draw_order - o2->control_info.draw_order;
-  else
-    compare_result = o1->nr - o2->nr;
-
-  return compare_result;
-}
-
-static void InitToonControls()
-{
-  int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
-  struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
-  struct GlobalAnimMainControlInfo *anim = &ctrl->anim[ctrl->num_anims];
-  int mode_nr, anim_nr, part_nr;
-  int control = IMG_INTERNAL_GLOBAL_TOON_DEFAULT;
-  int num_toons = MAX_NUM_TOONS;
-  int i;
-
-  if (global.num_toons >= 0 && global.num_toons < MAX_NUM_TOONS)
-    num_toons = global.num_toons;
-
-  mode_nr = mode_nr_toons;
-  anim_nr = ctrl->num_anims;
-
-  anim->nr = anim_nr;
-  anim->mode_nr = mode_nr;
-  anim->control_info = graphic_info[control];
-
-  anim->num_parts = 0;
-  anim->part_counter = 0;
-  anim->active_part_nr = 0;
-
-  anim->has_base = FALSE;
-
-  anim->init_delay_counter = 0;
-
-  anim->state = ANIM_STATE_INACTIVE;
-
-  part_nr = 0;
-
-  for (i = 0; i < num_toons; i++)
-  {
-    struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
-    int sound = SND_UNDEFINED;
-    int graphic = IMG_TOON_1 + i;
-    int control = graphic;
-
-    part->nr = part_nr;
-    part->anim_nr = anim_nr;
-    part->mode_nr = mode_nr;
-    part->sound = sound;
-    part->graphic = graphic;
-    part->graphic_info = graphic_info[graphic];
-    part->control_info = graphic_info[control];
-
-    part->graphic_info.anim_delay *= part->graphic_info.step_delay;
-
-    part->control_info.init_delay_fixed = 0;
-    part->control_info.init_delay_random = 150;
-
-    part->control_info.x = ARG_UNDEFINED_VALUE;
-    part->control_info.y = ARG_UNDEFINED_VALUE;
-
-    part->initial_anim_sync_frame = 0;
-
-    part->step_delay = 0;
-    part->step_delay_value = graphic_info[control].step_delay;
-
-    part->state = ANIM_STATE_INACTIVE;
-    part->last_anim_status = -1;
-
-    anim->num_parts++;
-    part_nr++;
-  }
-
-  ctrl->num_anims++;
-}
-
-void InitGlobalAnimControls()
-{
-  int i, m, a, p;
-  int mode_nr, anim_nr, part_nr;
-  int sound, graphic, control;
-
-  anim_sync_frame = 0;
-
-  for (m = 0; m < NUM_GAME_MODES; m++)
-  {
-    mode_nr = m;
-
-    struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
-
-    ctrl->nr = mode_nr;
-    ctrl->num_anims = 0;
-
-    anim_nr = 0;
-
-    for (a = 0; a < NUM_GLOBAL_ANIMS; a++)
-    {
-      struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
-      int ctrl_id = GLOBAL_ANIM_ID_CONTROL_FIRST + a;
-
-      control = global_anim_info[ctrl_id].graphic[GLOBAL_ANIM_ID_PART_BASE][m];
-
-      // if no base animation parameters defined, use default values
-      if (control == IMG_UNDEFINED)
-       control = IMG_INTERNAL_GLOBAL_ANIM_DEFAULT;
-
-      anim->nr = anim_nr;
-      anim->mode_nr = mode_nr;
-      anim->control_info = graphic_info[control];
-
-      anim->num_parts = 0;
-      anim->part_counter = 0;
-      anim->active_part_nr = 0;
-
-      anim->has_base = FALSE;
-
-      anim->init_delay_counter = 0;
-
-      anim->state = ANIM_STATE_INACTIVE;
-
-      part_nr = 0;
-
-      for (p = 0; p < NUM_GLOBAL_ANIM_PARTS_ALL; p++)
-      {
-       struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
-
-       sound   = global_anim_info[a].sound[p][m];
-       graphic = global_anim_info[a].graphic[p][m];
-       control = global_anim_info[ctrl_id].graphic[p][m];
-
-       if (graphic == IMG_UNDEFINED || graphic_info[graphic].bitmap == NULL ||
-           control == IMG_UNDEFINED)
-         continue;
-
-#if 0
-       printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
-              m, a, p, mode_nr, anim_nr, part_nr, control);
-#endif
-
-#if 0
-       printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
-              m, a, p, mode_nr, anim_nr, part_nr, sound);
-#endif
-
-       part->nr = part_nr;
-       part->anim_nr = anim_nr;
-       part->mode_nr = mode_nr;
-       part->sound = sound;
-       part->graphic = graphic;
-       part->graphic_info = graphic_info[graphic];
-       part->control_info = graphic_info[control];
-
-       part->initial_anim_sync_frame = 0;
-
-       part->step_delay = 0;
-       part->step_delay_value = graphic_info[control].step_delay;
-
-       part->state = ANIM_STATE_INACTIVE;
-       part->last_anim_status = -1;
-
-       if (p < GLOBAL_ANIM_ID_PART_BASE)
-       {
-         anim->num_parts++;
-         part_nr++;
-       }
-       else
-       {
-         anim->base = *part;
-         anim->has_base = TRUE;
-       }
-      }
-
-      if (anim->num_parts > 0 || anim->has_base)
-      {
-       ctrl->num_anims++;
-       anim_nr++;
-      }
-    }
-  }
-
-  InitToonControls();
-
-  /* sort all animations according to draw_order and animation number */
-  for (m = 0; m < NUM_GAME_MODES; m++)
-  {
-    struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
-
-    /* sort all main animations for this game mode */
-    qsort(ctrl->anim, ctrl->num_anims,
-         sizeof(struct GlobalAnimMainControlInfo),
-         compareGlobalAnimMainControlInfo);
-
-    for (a = 0; a < ctrl->num_anims; a++)
-    {
-      struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
-
-      /* sort all animation parts for this main animation */
-      qsort(anim->part, anim->num_parts,
-           sizeof(struct GlobalAnimPartControlInfo),
-           compareGlobalAnimPartControlInfo);
-    }
-  }
-
-  for (i = 0; i < NUM_GAME_MODES; i++)
-    game_mode_anim_classes[i] = ANIM_CLASS_NONE;
-  for (i = 0; game_mode_anim_classes_list[i].game_mode != -1; i++)
-    game_mode_anim_classes[game_mode_anim_classes_list[i].game_mode] =
-      game_mode_anim_classes_list[i].class;
-
-  for (i = 0; i < NUM_ANIM_CLASSES; i++)
-    anim_class_game_modes[i] = GAME_MODE_DEFAULT;
-  for (i = 0; anim_class_game_modes_list[i].game_mode != -1; i++)
-    anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
-      anim_class_game_modes_list[i].game_mode;
-
-  anim_status_last = GAME_MODE_LOADING;
-  anim_classes_last = ANIM_CLASS_NONE;
-}
-
-void InitGlobalAnimations()
-{
-  InitGlobalAnimControls();
-}
-
-void DrawGlobalAnimationsExt(int drawing_stage)
-{
-  int mode_nr;
-
-  if (global.anim_status != anim_status_last)
-  {
-    boolean before_fading = (global.anim_status == GAME_MODE_PSEUDO_FADING);
-    boolean after_fading  = (anim_status_last   == GAME_MODE_PSEUDO_FADING);
-    int anim_classes_next = game_mode_anim_classes[global.anim_status_next];
-    int i;
-
-    // ---------- part 1 ------------------------------------------------------
-    // start or stop global animations by change of game mode
-    // (special handling of animations for "current screen" and "all screens")
-
-    // stop animations for last screen
-    HandleGlobalAnim(ANIM_STOP, anim_status_last);
-
-    // start animations for current screen
-    HandleGlobalAnim(ANIM_START, global.anim_status);
-
-    // start animations for all screens after loading new artwork set
-    if (anim_status_last == GAME_MODE_LOADING)
-      HandleGlobalAnim(ANIM_START, GAME_MODE_DEFAULT);
-
-    // ---------- part 2 ------------------------------------------------------
-    // start or stop global animations by change of animation class
-    // (generic handling of animations for "class of screens")
-
-    for (i = 0; i < NUM_ANIM_CLASSES; i++)
-    {
-      int anim_class_check = (1 << i);
-      int anim_class_game_mode = anim_class_game_modes[i];
-      int anim_class_last = anim_classes_last & anim_class_check;
-      int anim_class_next = anim_classes_next & anim_class_check;
-
-      // stop animations for changed screen class before fading to new screen
-      if (before_fading && anim_class_last && !anim_class_next)
-       HandleGlobalAnim(ANIM_STOP, anim_class_game_mode);
-
-      // start animations for changed screen class after fading to new screen
-      if (after_fading && !anim_class_last && anim_class_next)
-       HandleGlobalAnim(ANIM_START, anim_class_game_mode);
-    }
-
-    if (after_fading)
-      anim_classes_last = anim_classes_next;
-
-    anim_status_last = global.anim_status;
-  }
-
-  if (!setup.toons || global.anim_status == GAME_MODE_LOADING)
-    return;
-
-  if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
-    DoAnimationExt();
-
-  for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
-  {
-    struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
-    int anim_nr;
-
-#if 0
-    if (mode_nr != GFX_SPECIAL_ARG_DEFAULT &&
-       mode_nr != game_status)
-      continue;
-#endif
-
-    for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
-    {
-      struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
-      struct GraphicInfo *c = &anim->control_info;
-      int part_first, part_last;
-      int part_nr;
-
-      if (!(anim->state & ANIM_STATE_RUNNING))
-       continue;
-
-      part_first = part_last = anim->active_part_nr;
-
-      if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
-      {
-       int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
-
-       part_first = 0;
-       part_last = num_parts - 1;
-      }
-
-      for (part_nr = part_first; part_nr <= part_last; part_nr++)
-      {
-       struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
-       struct GraphicInfo *g = &part->graphic_info;
-       Bitmap *src_bitmap;
-       int src_x, src_y;
-       int width  = g->width;
-       int height = g->height;
-       int dst_x = part->x;
-       int dst_y = part->y;
-       int cut_x = 0;
-       int cut_y = 0;
-       int sync_frame;
-       int frame;
-
-       if (!(part->state & ANIM_STATE_RUNNING))
-         continue;
-
-       if (part->drawing_stage != drawing_stage)
-         continue;
-
-       if (part->x < 0)
-       {
-         dst_x = 0;
-         width += part->x;
-         cut_x = -part->x;
-       }
-       else if (part->x > part->viewport_width - g->width)
-         width -= (part->x - (part->viewport_width - g->width));
-
-       if (part->y < 0)
-       {
-         dst_y = 0;
-         height += part->y;
-         cut_y = -part->y;
-       }
-       else if (part->y > part->viewport_height - g->height)
-         height -= (part->y - (part->viewport_height - g->height));
-
-       if (width <= 0 || height <= 0)
-         continue;
-
-       dst_x += part->viewport_x;
-       dst_y += part->viewport_y;
-
-       sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
-       frame = getAnimationFrame(g->anim_frames, g->anim_delay,
-                                 g->anim_mode, g->anim_start_frame,
-                                 sync_frame);
-
-       getFixedGraphicSource(part->graphic, frame, &src_bitmap,
-                             &src_x, &src_y);
-
-       src_x += cut_x;
-       src_y += cut_y;
-
-       BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
-                          dst_x, dst_y);
-      }
-    }
-  }
-}
-
-void DrawGlobalAnimations(int drawing_stage)
-{
-  DrawGlobalAnimationsExt(drawing_stage);
-}
-
-boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
-{
-  int viewport_x;
-  int viewport_y;
-  int viewport_width;
-  int viewport_height;
-  boolean changed = FALSE;
-
-  if (part->last_anim_status == global.anim_status)
-    return FALSE;
-
-  part->last_anim_status = global.anim_status;
-
-  part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
-
-  if (part->control_info.class == get_hash_from_key("window") ||
-      part->control_info.class == get_hash_from_key("border"))
-  {
-    viewport_x = 0;
-    viewport_y = 0;
-    viewport_width  = WIN_XSIZE;
-    viewport_height = WIN_YSIZE;
-
-    part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
-  }
-  else if (part->control_info.class == get_hash_from_key("door_1"))
-  {
-    viewport_x = DX;
-    viewport_y = DY;
-    viewport_width  = DXSIZE;
-    viewport_height = DYSIZE;
-  }
-  else if (part->control_info.class == get_hash_from_key("door_2"))
-  {
-    viewport_x = VX;
-    viewport_y = VY;
-    viewport_width  = VXSIZE;
-    viewport_height = VYSIZE;
-  }
-  else         // default: "playfield"
-  {
-    viewport_x = REAL_SX;
-    viewport_y = REAL_SY;
-    viewport_width  = FULL_SXSIZE;
-    viewport_height = FULL_SYSIZE;
-  }
-
-  if (viewport_x != part->viewport_x ||
-      viewport_y != part->viewport_y ||
-      viewport_width  != part->viewport_width ||
-      viewport_height != part->viewport_height)
-  {
-    part->viewport_x = viewport_x;
-    part->viewport_y = viewport_y;
-    part->viewport_width  = viewport_width;
-    part->viewport_height = viewport_height;
-
-    changed = TRUE;
-  }
-
-  return changed;
-}
-
-void PlayGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
-{
-  int sound = part->sound;
-
-  if (sound == SND_UNDEFINED)
-    return;
-
-  if ((!setup.sound_simple && !IS_LOOP_SOUND(sound)) ||
-      (!setup.sound_loops && IS_LOOP_SOUND(sound)))
-    return;
-
-  // !!! TODO: ADD STEREO POSITION FOR MOVING ANIMATIONS !!!
-  if (IS_LOOP_SOUND(sound))
-    PlaySoundLoop(sound);
-  else
-    PlaySound(sound);
-
-#if 0
-  printf("::: PLAY %d.%d.%d: %d\n",
-        part->anim_nr, part->nr, part->mode_nr, sound);
-#endif
-}
-
-void StopGlobalAnimSound(struct GlobalAnimPartControlInfo *part)
-{
-  int sound = part->sound;
-
-  if (sound == SND_UNDEFINED)
-    return;
-
-  StopSound(sound);
-
-#if 0
-  printf("::: STOP %d.%d.%d: %d\n",
-        part->anim_nr, part->nr, part->mode_nr, sound);
-#endif
-}
-
-int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
-{
-  struct GraphicInfo *g = &part->graphic_info;
-  struct GraphicInfo *c = &part->control_info;
-  boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
-
-  if (viewport_changed)
-    state |= ANIM_STATE_RESTART;
-
-  if (state & ANIM_STATE_RESTART)
-  {
-    ResetDelayCounterExt(&part->step_delay, anim_sync_frame);
-
-    part->init_delay_counter =
-      (c->init_delay_fixed + GetSimpleRandom(c->init_delay_random));
-
-    part->anim_delay_counter =
-      (c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
-
-    part->initial_anim_sync_frame =
-      (g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
-
-    if (c->direction & MV_HORIZONTAL)
-    {
-      int pos_bottom = part->viewport_height - g->height;
-
-      if (c->position == POS_TOP)
-       part->y = 0;
-      else if (c->position == POS_UPPER)
-       part->y = GetSimpleRandom(pos_bottom / 2);
-      else if (c->position == POS_MIDDLE)
-       part->y = pos_bottom / 2;
-      else if (c->position == POS_LOWER)
-       part->y = pos_bottom / 2 + GetSimpleRandom(pos_bottom / 2);
-      else if (c->position == POS_BOTTOM)
-       part->y = pos_bottom;
-      else
-       part->y = GetSimpleRandom(pos_bottom);
-
-      if (c->direction == MV_RIGHT)
-      {
-       part->step_xoffset = c->step_offset;
-       part->x = -g->width + part->step_xoffset;
-      }
-      else
-      {
-       part->step_xoffset = -c->step_offset;
-       part->x = part->viewport_width + part->step_xoffset;
-      }
-
-      part->step_yoffset = 0;
-    }
-    else if (c->direction & MV_VERTICAL)
-    {
-      int pos_right = part->viewport_width - g->width;
-
-      if (c->position == POS_LEFT)
-       part->x = 0;
-      else if (c->position == POS_RIGHT)
-       part->x = pos_right;
-      else
-       part->x = GetSimpleRandom(pos_right);
-
-      if (c->direction == MV_DOWN)
-      {
-       part->step_yoffset = c->step_offset;
-       part->y = -g->height + part->step_yoffset;
-      }
-      else
-      {
-       part->step_yoffset = -c->step_offset;
-       part->y = part->viewport_height + part->step_yoffset;
-      }
-
-      part->step_xoffset = 0;
-    }
-    else
-    {
-      part->x = 0;
-      part->y = 0;
-
-      part->step_xoffset = 0;
-      part->step_yoffset = 0;
-    }
-
-    if (c->x != ARG_UNDEFINED_VALUE)
-      part->x = c->x;
-    if (c->y != ARG_UNDEFINED_VALUE)
-      part->y = c->y;
-
-    if (c->step_xoffset != ARG_UNDEFINED_VALUE)
-      part->step_xoffset = c->step_xoffset;
-    if (c->step_yoffset != ARG_UNDEFINED_VALUE)
-      part->step_yoffset = c->step_yoffset;
-
-    if (part->init_delay_counter == 0)
-      PlayGlobalAnimSound(part);
-  }
-
-  if (part->init_delay_counter > 0)
-  {
-    part->init_delay_counter--;
-
-    if (part->init_delay_counter == 0)
-      PlayGlobalAnimSound(part);
-
-    return ANIM_STATE_WAITING;
-  }
-
-  // check if moving animation has left the visible screen area
-  if ((part->x <= -g->width              && part->step_xoffset <= 0) ||
-      (part->x >=  part->viewport_width  && part->step_xoffset >= 0) ||
-      (part->y <= -g->height             && part->step_yoffset <= 0) ||
-      (part->y >=  part->viewport_height && part->step_yoffset >= 0))
-  {
-    // do not stop animation before "anim" or "post" counter are finished
-    if (part->anim_delay_counter == 0 &&
-       part->post_delay_counter == 0)
-    {
-      StopGlobalAnimSound(part);
-
-      part->post_delay_counter =
-       (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
-
-      if (part->post_delay_counter > 0)
-       return ANIM_STATE_RUNNING;
-
-      // drawing last frame not needed here -- animation not visible anymore
-      return ANIM_STATE_RESTART;
-    }
-  }
-
-  if (part->anim_delay_counter > 0)
-  {
-    part->anim_delay_counter--;
-
-    if (part->anim_delay_counter == 0)
-    {
-      StopGlobalAnimSound(part);
-
-      part->post_delay_counter =
-       (c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
-
-      if (part->post_delay_counter > 0)
-       return ANIM_STATE_RUNNING;
-
-      // additional state "RUNNING" required to not skip drawing last frame
-      return ANIM_STATE_RESTART | ANIM_STATE_RUNNING;
-    }
-  }
-
-  if (part->post_delay_counter > 0)
-  {
-    part->post_delay_counter--;
-
-    if (part->post_delay_counter == 0)
-      return ANIM_STATE_RESTART;
-
-    return ANIM_STATE_WAITING;
-  }
-
-  if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
-                      anim_sync_frame))
-    return ANIM_STATE_RUNNING;
-
-#if 0
-  {
-    static unsigned int last_counter = -1;
-    unsigned int counter = Counter();
-
-    printf("::: NEXT ANIM PART [%d, %d]\n",
-          anim_sync_frame, counter - last_counter);
-
-    last_counter = counter;
-  }
-#endif
-
-  part->x += part->step_xoffset;
-  part->y += part->step_yoffset;
-
-  return ANIM_STATE_RUNNING;
-}
-
-void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
-{
-  struct GlobalAnimPartControlInfo *part;
-  struct GraphicInfo *c = &anim->control_info;
-  int state, active_part_nr;
-
-#if 0
-  printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
-        anim->mode_nr, anim->nr, anim->num_parts);
-  printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
-#endif
-
-#if 0
-  printf("::: %s(%d): %d, %d, %d [%d]\n",
-        (action == ANIM_START ? "ANIM_START" :
-         action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
-         action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
-        anim->nr,
-        anim->state & ANIM_STATE_RESTART,
-        anim->state & ANIM_STATE_WAITING,
-        anim->state & ANIM_STATE_RUNNING,
-        anim->num_parts);
-#endif
-
-  switch (action)
-  {
-    case ANIM_START:
-      anim->state = anim->last_state = ANIM_STATE_RESTART;
-      anim->active_part_nr = anim->last_active_part_nr = 0;
-      anim->part_counter = 0;
-
-      break;
-
-    case ANIM_CONTINUE:
-      if (anim->state == ANIM_STATE_INACTIVE)
-       return;
-
-      anim->state = anim->last_state;
-      anim->active_part_nr = anim->last_active_part_nr;
-
-      break;
-
-    case ANIM_STOP:
-      anim->state = ANIM_STATE_INACTIVE;
-
-      {
-       int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
-       int i;
-
-       for (i = 0; i < num_parts; i++)
-         StopGlobalAnimSound(&anim->part[i]);
-      }
-
-      return;
-
-    default:
-      break;
-  }
-
-  if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
-  {
-    int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
-    int i;
-
-#if 0
-    printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
-          anim->mode_nr, anim->nr, num_parts);
-#endif
-
-    for (i = 0; i < num_parts; i++)
-    {
-      part = &anim->part[i];
-
-      switch (action)
-      {
-        case ANIM_START:
-         anim->state = ANIM_STATE_RUNNING;
-         part->state = ANIM_STATE_RESTART;
-
-         break;
-
-        case ANIM_CONTINUE:
-         if (part->state == ANIM_STATE_INACTIVE)
-           continue;
-
-         break;
-
-        case ANIM_STOP:
-         part->state = ANIM_STATE_INACTIVE;
-
-         continue;
-
-        default:
-         break;
-      }
-
-      part->state = HandleGlobalAnim_Part(part, part->state);
-
-      // when animation mode is "once", stop after animation was played once
-      if (c->anim_mode & ANIM_ONCE &&
-         part->state & ANIM_STATE_RESTART)
-       part->state = ANIM_STATE_INACTIVE;
-    }
-
-    anim->last_state = anim->state;
-    anim->last_active_part_nr = anim->active_part_nr;
-
-    return;
-  }
-
-  if (anim->state & ANIM_STATE_RESTART)                // directly after restart
-    anim->active_part_nr = getGlobalAnimationPart(anim);
-
-  part = &anim->part[anim->active_part_nr];
-
-  part->state = ANIM_STATE_RUNNING;
-
-  anim->state = HandleGlobalAnim_Part(part, anim->state);
-
-  if (anim->state & ANIM_STATE_RESTART)
-    anim->part_counter++;
-
-  // when animation mode is "once", stop after all animations were played once
-  if (c->anim_mode & ANIM_ONCE &&
-      anim->part_counter == anim->num_parts)
-    anim->state = ANIM_STATE_INACTIVE;
-
-  state = anim->state;
-  active_part_nr = anim->active_part_nr;
-
-  // while the animation parts are pausing (waiting or inactive), play the base
-  // (main) animation; this corresponds to the "boring player animation" logic
-  // (!!! KLUDGE WARNING: I THINK THIS IS A MESS THAT SHOULD BE CLEANED UP !!!)
-  if (anim->has_base)
-  {
-    if (anim->state == ANIM_STATE_WAITING ||
-       anim->state == ANIM_STATE_INACTIVE)
-    {
-      anim->active_part_nr = anim->num_parts;  // part nr of base animation
-      part = &anim->part[anim->active_part_nr];
-
-      if (anim->state != anim->last_state)
-       part->state = ANIM_STATE_RESTART;
-
-      anim->state = ANIM_STATE_RUNNING;
-      part->state = HandleGlobalAnim_Part(part, part->state);
-    }
-  }
-
-  anim->last_state = state;
-  anim->last_active_part_nr = active_part_nr;
-}
-
-void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
-{
-  int i;
-
-#if 0
-  printf("::: HandleGlobalAnim_Mode: %d => %d\n",
-        ctrl->nr, ctrl->num_anims);
-#endif
-
-  for (i = 0; i < ctrl->num_anims; i++)
-    HandleGlobalAnim_Main(&ctrl->anim[i], action);
-}
-
-static void HandleGlobalAnim(int action, int game_mode)
-{
-#if 0
-  printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
-#endif
-
-  HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
-}
-
-static void DoAnimationExt()
-{
-  int i;
-
-#if 0
-  printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
-#endif
-
-  // global animations now synchronized with frame delay of screen update
-  anim_sync_frame++;
-
-  for (i = 0; i < NUM_GAME_MODES; i++)
-    HandleGlobalAnim(ANIM_CONTINUE, i);
-
-#if 1
-  // force screen redraw in next frame to continue drawing global animations
-  redraw_mask = REDRAW_ALL;
-#endif
-}